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tutorial: properly implement continuous color in the Mandelbrot viewer.

legacy
Sam Hocevar sam 13 anni fa
parent
commit
97d2431456
1 ha cambiato i file con 38 aggiunte e 36 eliminazioni
  1. +38
    -36
      test/tutorial/tut03.cpp

+ 38
- 36
test/tutorial/tut03.cpp Vedi File

@@ -46,6 +46,44 @@ public:
delete m_pixels;
}

virtual void TickGame(float deltams)
{
WorldEntity::TickGame(deltams);

m_angle += deltams * 0.0005f;

cmplx r0(cosf(m_angle), sinf(m_angle));
for (int j = 0; j < m_size.y; j++)
for (int i = 0; i < m_size.x; i++)
{
float const maxlen = 128.0f;
int const maxiter = 20;

cmplx x0(4.0f / m_size.x * i - 2.5f, 3.0f / m_size.y * j - 1.5f);
cmplx r = x0;
cmplx z;
int iter = maxiter;
for (z = r; iter && z.sqlen() < maxlen * maxlen; z = z * z + r)
--iter;

float f = iter;
float n = z.len();
f += logf(logf(n) / logf(maxlen)) / logf(2.0f);

if (iter)
{
uint8_t red = 255 - f * 11;
uint8_t green = 255 - f * 11;
uint8_t blue = (f * 23 > 255) ? 511 - f * 23 : 255;
m_pixels[j * m_size.x + i] = u8vec4(red, green, blue, 0);
}
else
{
m_pixels[j * m_size.x + i] = u8vec4(0, 0, 0, 0);
}
}
}

virtual void TickDraw(float deltams)
{
WorldEntity::TickDraw(deltams);
@@ -115,42 +153,6 @@ public:
/* FIXME: this object never cleans up */
}

m_angle += deltams * 0.0001f;

cmplx r0(cosf(m_angle), 0.5f * sinf(m_angle));
for (int j = 0; j < m_size.y; j++)
for (int i = 0; i < m_size.x; i++)
{
cmplx x0(4.0f / m_size.x * i - 2.5f, 3.0f / m_size.y * j - 1.5f);
cmplx r = x0 * r0;
cmplx z;
int iter = 20;
for (z = r; iter && z.sqlen() < 4.0f; z = z * z + r)
--iter;

float f = iter;
float n = z.sqlen();
if (n > 36.0f)
f += 2.0f;
if (n > 16.0f)
f += 1.0f + (n - 16.0f) / 20.0f;
else if (n > 4.0f)
f += (n - 4.0f) / 12.0f;

if (iter)
{
uint8_t red = 255 - f * 11;
uint8_t green = 255 - f * 11;
uint8_t blue = (f * 23 > 255) ? 511 - f * 23 : 255;
//uint8_t blue = f * 36 < 255 ? f * 36 : 255;
m_pixels[j * m_size.x + i] = u8vec4(red, green, blue, 0);
}
else
{
m_pixels[j * m_size.x + i] = u8vec4(0, 0, 0, 0);
}
}

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_texid);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_size.x, m_size.y,


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